Showing posts with label custom. Show all posts
Showing posts with label custom. Show all posts

Tuesday 31 January 2023

exporting custom attributes in Alembic to Blender

We use the setattribtypeinfo function to force an attribute to be a color type. Just like Cd usually is.

This will probably streamlined and not necessary in future versions of Blender, but it seems like it is still necessary atm (Jan 2023)

using a point wrangle, set to detail (so it only runs once)

 setattribtypeinfo(0,"point","attributename","color");


here I'm forcing an attribute called attributename to be recognised as a color type & not just 3 floats.
I'm using the rop_alembic output to write the abc file.

Monday 25 June 2018

Gas field only in specified area. Stolen from the Sidefx site

  1.  In the DOP network, add a SOP Scalar Field node after the Pyro object.
    • Turn on Use SOP Dimensions.
    • Set the SOP path to the path of the fog volume object (for example /obj/mask_object). Make sure Use Object Transform is on.
    • Set the Data Name to something indicating the purpose of this field, for example NoiseMask.
    This attaches the fog volume as field data on the Pyro object with the given name.
  2. Create a Gas Turbulence node and connect it to the fourth ("Advection") input of the Pyro solver.
    • On the Bindings tab, set the Density Field to the name of the mask data, for example NoiseMask. The effect of the node is multiplied by the value of this field.
    • Use the controls on the Turbulence Settings tab to control the amount of turbulence added.


      Important thing to note - by default the control field will not be 100% in control.. You'll see some "leakage" of turbulence. This is because the Control Influence is set to 0.5 by default.. Whack it up to 1, and maybe tweak the remap-graph to fine tune the effect of the turb/whatever.

Monday 17 July 2017

pyro - "custom wind volumes"

Sometimes you want to have pyro behave a certain way in a certain area. Eg.  the smoke should go from left to right, then suddenly shoot upwards after a few seconds.

Instead of fiddling with the advection or velocity updates, it's a bit simpler to create a separate pyro source that only emits velocity.
Simply create a source as you normally do, but remove it's density & temperature. Remember to scale these to zero in the DOP area too!